Lichborne: On Blood leveling and Beta

So here's yet another example of how mutable Death Knights are at the moment: This week, I decided to spec Blood all week and make a genuine effort to learn all the ins and outs I could so that I could bring you a good solid overview of Blood for this weekend's column.
Then build 8820 came along, and Blood, while having the same basic mechanics, got a rather big hit to its health regeneration and DPS abilities, and I'm left trying to figure out the extent of the damages. In the end, I don't think Blood was horribly nerfed in this build, but it might have been slightly overnerfed.
Overpowered Blood?
Blood has fast become the "imba" tree of repute, but what's probably better to say about is that it is an "easy" tree, in that it combines high survivability with a respectable amount of DPS. The massive amount of healing power is what provides the survivability, while talents like Might of Morgraine and Dancing Rune Weapon provide the massive amounts of burst damage.
Before the latest nerf, it was phenomenal. You could use it solo even major elite quest mobs such as Tusker. Simply apply Mark of Blood, keep Rune Tap ready to use for emergencies, wait for Bloodworms to come up, and apply Vampiric Blood for the maximum health gain. As soon as you had 100 runic power and a couple diseases up and a few blood runes free, you could summon a Dancing Rune Weapon and put out a stream of Heart Strikes for massive damage, then Obliterate for even more damage, especially with a Might of Mograine enabled critical strike.
Now, to be honest, this is still a very viable damage setup, there's just been a good set of nerfs, with some cooldowns tweaked and some abilities revamped. Some of the biggest changes:
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Might of Mograine: Obliterate was removed from this skill. Now, the massive obliterate critical strikes -- some were reporting crits as high as 8k damage -- are gone. I'm honestly OK with this, as I think it brings Blood specced Obliterates down to in-line with the Obliterate potential of other specs.
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Bloodworms: These were nerfed to 9% chance to proc (from 12%), and do much less healing. Also, the talent gives you this annoying permanent poison cloud aura.
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Dancing Rune Weapon's cooldown was nerfed to 2 minutes from 1 minute. On individual elite battles, this probably still doesn't matter as much, but it definitely leads to an overall DPS decrease.
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Blood Presence has been nerfed to give 2% of damage back as health instead of 4%. Neither number is much, technically, but we're talking the healing cut in half. It's actually more noticeable than I first thought.
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Blood Aura has been changed to give all party members 2% of their damage back as health -- meaning a Death Knight taking this can get their old Blood Presence back, but no longer gets any extra healing from Blood Aura. It also means that healers will no longer really see any benefit from Blood Aura unless Wrath healing is so easy that they find themselves nuking in between heals with their new unified spellpower.
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Heart Strike has been bugged so that it no longer gets a benefit from Sigil of the Dark Rider (or vice-versa). This means that Blood Strike is now better for PvE, but still doesn't have the bonus damage of the old Heart Strike.
All of this combined together has put a crimp on Blood soloing to some level. I find myself using Rune Tap and Death Strike a lot more often to push myself back up into Blood Gorged territory, and on battles where I'm unlucky enough to have no Bloodworms proc, it's sometimes a little hairy, especially when I have multiple mobs, although Pestilence and Death and Decay do help there somewhat, especially with a few points in the Unholy tree.
Still, I find Blood to be a viable tree still, and incredibly good for soloing with low downtime and some very handy emergency buttons. I do appreciate that it's less of a clear choice over Unholy now, especially since Unholy is my favorite tree and the one I currently plan to spec at 80. Now it feels less like Blood is the overwhelming choice for easy leveling and more that both trees have their advantages.
Blood In the Future
Still, I'm not saying that Blood is perfect either, and there's a few areas where I think they may not quite have the right balance for certain talents.
Mark of Blood, for example, really doesn't feel like it's quite where it needs to be. 2% per a hit sounds nice, and it is when you're dealing with a fast attacker. With a slow attacker, that 2% doesn't do much at all. Really, though, if the 2% stays, it's probably fine, but bumping the cooldown down to 1 minute would at least allow it to be more usable for tanking rotations and upgrade it to valid small utility from a gimmick used to take down quest elites in solo play.
Improved Rune Tap is already sort of nice, seeing as it essentially gives you a 30 second scaling personal healthstone, but I'd honestly like to see the extra health bumped up a bit. Allowing a full Improved Rune Tap to heal you for 25% of your maximum health would keep it competitive as mobs get more elite and hits get more punishing as we level.
Bloodworms still feel like they need to find their post. Currently, I think nerfing both their damage and their chance to proc has underpowered them, and that it'd be nice to see them back to 12% chance to appear. The other possibility is to scrap the idea of Bloodworms altogether and simply turn the talent into a weapon proc that steals a certain percent of weapon damage as health -- That is, it does a percentage of extra damage and heals the Death Knight for that damage.
Of course, the above weapon proc could also simply be made one of the new Runeforging enchants, which I actually like the most, since it gives the other 2 talent trees the chance to get some of Blood's incredible survivability and allow them a way to be a little less dependent on Death Strike.
I'd also rather like to see them unnerf Blood Presence, if only because the nerf was a little unfair to Frost and Unholy Death Knights who otherwise rely primarily on Death Strike for their healing. Similarly, Blood Aura could use some adjustment to be fair to healers without overpowering the Blood Knight. It might be as simple as something like "the healing done by Blood Presence is also healed to the Death Knight's group members." Thus, the Blood Death Knight is not given any benefit that might make it overpowered, but the talent is still probably worth picking up for grouping Death Knights.
Really, once Blood gets a few more tweaks, I think it will go back to feeling like the most complete and sane of the three currently in Beta. Even with the nerfs, it still has a lot to offer. Of course, things are likely to change even more in Beta, and hopefully we can make some sense of it for you once the dust falls out. For now, I'd say leveling as Blood is still a pretty safe bet for any Death Knight, even if you may have to call in some help for Tusker after all.
Filed under: Analysis / Opinion, Talents, Death Knight, Wrath of the Lich King, (Death Knight) Lichborne, Leveling






Reader Comments (Page 1 of 1)
Shinken Aug 23rd 2008 10:51PM
I imagine there will be more nerfs when the tank review
is in full swing. Being to spend a mere 20 points to MT, and that much dmg....
The problem is two-fold:
Self healing much like a shadow priest or a warlock, other melee will have to run out of aoe while a death knight can stay and dps.
Warlock for the most part have to wait and survive for their dots to have full effect. With so much burst
combined with self healing.....
With ferals,Blizzard regulated them to OT duty. But since DK are the sizzle to the bacon, I fear they will try and pass this off and DKs get a massive and unfair nerf like blood just received, and do not recover until the end of the xpac.
BenMS Aug 24th 2008 12:44AM
I think from the people around me, in my guild and circle of friends, I'm going to be the only one *not* rolling a Death Knight in any seriousness. They look cool, certainly, but so far I haven't seen a single thing apart from the awesome lore quests at the start to make me want to spend any time with one.
Having said that, looking at these changes makes me wonder if they are currently (beta, remember!) overpowered because the developers have become over excited about them, and are now being told by the balance guys to tone them down. Either way, it is still too early to tell about their effectiveness. Let the Elitist Jerks guys loose on them for a month or two after everyone is 80, then we'll talk.
Heilig Aug 24th 2008 2:26AM
I think you've hit this one right on the money.The classes that everyone always complains about being OP are the classes that are fun to design. Locks, Rogues, and now DK's offer lots of neat ways to hurt people, which is always the most fun part of a game where the ultimate goal of basically anything you do is to kill something. Being able to turn into a giant demon? Sucking the life out of everything around you? Being able to completely control someone and laugh as you kill them without them ever even touching you? These are all FUN things to do in game. Compare that to putting a glowing shield on someone or fixing their booboos, or throwing conjured balls of fire at someone. It's just not fun to design. That is where the balance team steps in and says "Wow, I bet that little move you just did is a lot of fun to do. Have you tried it out on the receiving end yet?" and things get fixed. Prime example is Atrocity. Warlocks were going to get an AoE Corruption. Every Warlock started drooling, especially when that was combined with Haunt, which hits targets that have Corruption on them. That kind of thing is fun to implement, and I'm sure very fun to play. it also makes it pointless to play anything BUT a warlock. It was removed shortly into the Alpha when people started really looking at its potential.
The DK trees are the same. You have a total badass class that feels like a total badass. Everyone that plays it wants to feel like a badass. But when everyone plays a badass, the game suffers, and these trees are in the nerfing stage because they are simply so much better than everything else right now. The only thing that comes close are Ret pallies, and they are about to get hit with a pretty big nerf bat too.
Cetha Aug 24th 2008 3:22AM
this is why there are so many different class types in the game. Since contrary to you, I would much rather stand way back and hurl fireballs or fix booboos than I would spending all of my time shoving blades into the backsides of every boss in the game.
zappo Aug 25th 2008 9:58AM
"Let the Elitist Jerks guys loose on them for a month or two after everyone is 80, then we'll talk."
Personally I think that's when the class will no longer be fun. Instead of having a new class with new abilities and taking whatever seems functional or cool, we'll have the "one true build" for whatever functionality. Better to play the class and have fun before people can judge you on your spec.
Mainstay Aug 24th 2008 2:46AM
Besides Bloodworms being changed (9% chance of being summoned on any attack vs 60% chance on any Death Strike), Blood wasn't nerfed, it was just fixed. Prior to 8820 the blood regeneration was insanely high due to bugs in the amount of health most abilities were granting.
It's still just as powerful damage wise and Mark of Blood is still disgusting.
Deag Aug 24th 2008 2:56AM
I heard someone say that blizz probably over-nerfed blood on purpose to motivate other players into other specs for leveling.
I think that makes sense,everyone was just going"spec blood for super leveling".
It kinda sucks now,and it might hit a scalling problems later as HS scales with only 60% dmg(the bonus as far as I know is just static).I wouldnt be surspised if it got buffed later on.
Seems like every spec is getting a turn to be the "cool" spec.Frost is now imba.Unholy might be next.
Kiukiu Aug 24th 2008 9:34AM
Letting all the specs have a moment in the sun as OP will get everyone to spec that, let Blizzard observe how the whole thing works and move onto the next. It's fine really...and all Blood really got was a bit of retooling here. The hit to Blood Presence was a bit much, however, since it does kill other specs who don't have the insane health regen potential of Blood in general and have a nerf for nothing.